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Paste #pef0g4kgn

  1. Weight  Self Weight     Symbol Name
  2. 31.15 s  100.0% 0 s     openttd (44198)
  3. 30.71 s   98.5% 0 s      -[OTTD_QuartzView drawRect:]  0x2d39c
  4. 28.99 s   93.0% 0 s       -[OTTD_QuartzView drawRect:]
  5. 28.79 s   92.4% 0 s        CGContextDrawImage

Paste #p1x8xmqgt

  1.         if (this._search_range) {
  2.             local source_x = AIMap.GetTileX(source);
  3.             local source_y = AIMap.GetTileY(source);
  4.             local goal_x = AIMap.GetTileX(goal);
  5.             local goal_y = AIMap.GetTileY(goal);

Paste #pkzdni7gq

  1. ingo@aeolus:~/bin/uei/ueipac-4.0.2/powerpc-604-linux-gnu/bin$ ls -la *gcc
  2. -r-xr-xr-x 2 ingo ingo 851784 Mär  1  2018 powerpc-604-linux-gnu-gcc
  3. lrwxrwxrwx 1 ingo ingo     25 Mär  1  2018 ueipac-gcc -> powerpc-604-linux-gnu-gcc
  4. ingo@aeolus:~/bin/uei/ueipac-4.0.2/powerpc-604-linux-gnu/bin$ ./powerpc-604-linux-gnu-gcc
  5. bash: ./powerpc-604-linux-gnu-gcc: Datei oder Verzeichnis nicht gefunden

Paste #pmfujrgil

  1.     function InitializePath(source, goal) {
  2.         this._pathfinder.InitializePath([source, 0xFF], goal);
  3.         if (this._search_range != 0) {
  4.             local source_x = AIMap.GetTileX(source);
  5.             local source_y = AIMap.GetTileY(source);

Paste #pifvpevu9

  1. Weight  Self Weight     Symbol Name
  2. 31.15 s  100.0% 0 s     openttd (44198)
  3. 30.71 s   98.5% 0 s      -[OTTD_QuartzView drawRect:]  0x2d39c
  4. 107.00 ms    0.3%   0 s      HALC_ProxyIOContext::IOThreadEntry  0x2d3bc
  5. 32.00 ms    0.1%    0 s      <Unnamed Thread> 0x2f3e0

Paste #prqsbwaty

  1.     function InitializePath(source, goal) {
  2.         this._pathfinder.InitializePath([source, 0xFF], goal);
  3.         if (this._search_range != 0) {
  4.             local source_x = AIMap.GetTileX(source);
  5.             local source_y = AIMap.GetTileY(source);

Paste #psjxkjgfz

  1. 2.0.0 changelog
  2.  
  3. *Improved Tech Tree*
  4. - reworked all vehicles
  5. - 6 distinct generations of vehicles (DATE RANGE)

Paste #p6kltihwu

  1. function Utils::IsTownGrowing(town, cargo) {
  2.     local cargoList = AICargoList();
  3.     local cargoRequired = AIList();
  4.     for (local cargo_type = cargoList.Begin(); !cargoList.IsEnd(); cargo_type = cargoList.Next()) {
  5.         local town_effect = AICargo.GetTownEffect(cargo_type);

Paste #pu89rivhz

  1. function MainClass::SetTownEffectGoals() {
  2.     local cargoList = GSCargoList();
  3.     cargoList.Sort(GSList.SORT_BY_ITEM, GSList.SORT_ASCENDING);
  4.    
  5.     local passengers = false;

Paste #phgyjhwi3

  1. diff --git a/src/order_gui.cpp b/src/order_gui.cpp
  2. index fa56f70cbd..7364ccd8a4 100644
  3. --- a/src/order_gui.cpp
  4. +++ b/src/order_gui.cpp
  5. @@ -410,8 +410,7 @@ static Order GetOrderCmdFromTile(const Vehicle *v, TileIndex tile)

Paste #pkbdlajme

  1. function Utils::GetStationCoverageCargoProduction(stationId, cargoClass) {
  2.     local tileList = AITileList();
  3.     local stationTiles = AITileList_StationType(stationId, AIStation.STATION_ANY);
  4.     local airportTiles = AITileList_StationType(stationId, AIStation.STATION_AIRPORT);
  5.     airportTiles.Sort(AIList.SORT_BY_ITEM, AIList.SORT_ASCENDING);

Paste #px4pxjaj8

  1. function MainClass::IsTownGrowing() {
  2.     local townList = GSTownList();
  3.     for (local town = townList.Begin(); !townList.IsEnd(); town = townList.Next()) {
  4.         local cargoList = GSCargoList();
  5.         cargoList.Sort(GSList.SORT_BY_ITEM, GSList.SORT_ASCENDING);

Paste #pp3lv7gbk

  1. 2.0.0 changelog
  2.  
  3. - all lengths now 4/8, 6/8, 8/8, 10/8, or 12/8
  4.     - easy to make tile length trains
  5.     - or don't bother

Paste #pkywezxuy

  1. Index: src/town_cmd.cpp
  2. ===================================================================
  3. --- src/town_cmd.cpp    (Revision 23345)
  4. +++ src/town_cmd.cpp    (Arbeitskopie)
  5. @@ -780,7 +780,7 @@

Paste #pbr4xunr4

  1. 2.0.0 changelog
  2.  
  3. "Whoa Runaway horses...Racing through the darkness....Runaway Horses."  Belinda Carlisle
  4.  
  5. 2 years in the making, Iron Horse 2 is an end-to-end rework of Iron Horse.